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Epic Camel Rider. OP OP.

  • Last updated Feb 27, 2016 (Explorers)
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Wild

  • 18 Minions
  • 11 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2320
  • Dust Needed: Loading Collection
  • Created: 2/22/2016 (Explorers)
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  • Total Deck Rating

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I mainly run Hunter and some Warrior. This deck is one of my most consistent Hunter decks, I don't know why. Plays well against secret paladin, freeze mage, druid, warrior (camel is more important vs warrior), zoo warlock. I will try to talk through it a bit, but mostly trial and error.

Focusses around the Desert Camel + Injured Kvaldir combo, which is basically 2x 2/4 stats for 3 mana. This deck does not run any other 1 drops, so the quality of the minions in the late game remains high. The focus was for this to remain a consistent mid range deck, with the benefit of the Camel combo when you have a Injured Kvaldir in your deck. Of course, you may sometimes draw your 1 drops, but the benefits are worth the risk.

The double 2/4 speaks for itself, it's a extremly powerful play at turn 3. Also combo's with knife juggler. Becomes a 4/6 on turn 4 with Houndmaster.

Downsides of the Camel of course is that it also puts out an opponents 1 drop, but most of the time, Clerics, Troggs, and Mana Wyrms can be traded in for free with your 2 drop staying alive, even on an empty board it's usually worth the risk playing Camel to get rid of your Kvaldir from your deck and have a better chance of drawing good cards.

People might wonder why some cards are in:

Flare, mainly because it can be useful of course against secret pally, destroys freeze mage's icce block for a good BM, stealth Druid minion, etc, but also acts as a card draw/cycle to quickly get to your good cards, which is important for Hunter. So I run 1 of these.

Bestial Wrath, is not played much but I found that it can be useful, somewhat situational, not good enough to run 2, but having 1 can come in handy giving you a free trade and allows you to trade up. It is dependant on how the game is going.

Kodo Rider, a somewhat underrated card and not played very often. 6 mana (8 mana with hero power) giving you 2 average 4 mana cards worth of stats, not bad I guess, but also acts as a soft taunt due to the inspire ability. The War Kodo it gives you is also a mother fucking beast, literally, so you can taunt it with Houndmaster, gives you kill command activation and charges with Tundra Rhino. Just don't play it on turn 6 unless you are dominating by a lot already.

Tomb Spider because Hunter beasts are crazy. Got a lot of 2 drops? Why not Tundra for charge. Oh hey, only a King Krush every other time you play Tomb Spider... how about another Highmane? Almost always.
This card basically acts as card draw and is a beast, 3/3 for 4 mana is good for the discover ability, as I said before, the focus was not to be top decking shit, at least if you top deck this you have a chance of quality minions.

Wait, only 1 Highmane? Fuck yeah. Highmane is arguably the best Beast in the game, however you really don't want any chance of having many big minions in your early hand in Hunter. If you are handicapped by big cost cards it sucks, you hero ability is shit, so I run 1 less highmane and replaced with Tomb Spider for a better curve. You want beasts to activate Houndmaster.
People may disagree, but tried and tested this is how I feel about the situation.

I am not a believer that you need 2 of most cards unless they are super important to the deck. 2 Kill Commands is a given, Animal Companions, Jugglers, Unleash, etc, and of course the OP OP Camels.

Note: I don't have mad scientists expansion, I would probably replace one of the 2 drop beasts for a scientist. Scientists are getting pushed out in the new Standard mode anyway, better to be prepared.